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				https://github.com/raysan5/raylib.git
				synced 2025-11-03 17:24:25 +00:00 
			
		
		
		
	The `RL_CULL_DISTANCE_` definition remains as the initial value
of the variables.
Basic usage can be:
```c
#include <raylib.h>
#include <rlgl.h>
rlSetClipPlanes(RL_CULL_DISTANCE_NEAR, MY_CULL_DISTANCE_FAR);
if (must_reset_clip_planes)
    rlSetClipPlanes(RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
```
		
	
		
			
				
	
	
		
			273 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			273 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [models] example - Skybox loading and drawing
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*
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*   Example originally created with raylib 1.8, last time updated with raylib 4.0
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*
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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2017-2024 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#include "raymath.h"      // Required for: MatrixPerspective(), MatrixLookAt()
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#if defined(PLATFORM_DESKTOP)
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    #define GLSL_VERSION            330
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#else   // PLATFORM_ANDROID, PLATFORM_WEB
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    #define GLSL_VERSION            100
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#endif
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// Generate cubemap (6 faces) from equirectangular (panorama) texture
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
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    // Define the camera to look into our 3d world
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    Camera camera = { 0 };
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    camera.position = (Vector3){ 1.0f, 1.0f, 1.0f };    // Camera position
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    camera.target = (Vector3){ 4.0f, 1.0f, 4.0f };      // Camera looking at point
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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    camera.fovy = 45.0f;                                // Camera field-of-view Y
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    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
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    // Load skybox model
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    Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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    Model skybox = LoadModelFromMesh(cube);
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    bool useHDR = true;
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    // Load skybox shader and set required locations
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    // NOTE: Some locations are automatically set at shader loading
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    skybox.materials[0].shader = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
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                                            TextFormat("resources/shaders/glsl%i/skybox.fs", GLSL_VERSION));
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    SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT);
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    SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
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    SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
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    // Load cubemap shader and setup required shader locations
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    Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
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                                    TextFormat("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION));
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    SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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    char skyboxFileName[256] = { 0 };
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    if (useHDR)
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    {
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        TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
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        // Load HDR panorama (sphere) texture
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        Texture2D panorama = LoadTexture(skyboxFileName);
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        // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
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        // NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
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        // NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
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        // despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
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        skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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        UnloadTexture(panorama);        // Texture not required anymore, cubemap already generated
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    }
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    else
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    {
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        Image img = LoadImage("resources/skybox.png");
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        skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);    // CUBEMAP_LAYOUT_PANORAMA
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        UnloadImage(img);
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    }
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    DisableCursor();                    // Limit cursor to relative movement inside the window
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    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
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    //--------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())        // Detect window close button or ESC key
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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        // Load new cubemap texture on drag&drop
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        if (IsFileDropped())
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        {
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            FilePathList droppedFiles = LoadDroppedFiles();
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            if (droppedFiles.count == 1)         // Only support one file dropped
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            {
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                if (IsFileExtension(droppedFiles.paths[0], ".png;.jpg;.hdr;.bmp;.tga"))
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                {
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                    // Unload current cubemap texture to load new one
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                    UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
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                    if (useHDR)
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                    {
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                        // Load HDR panorama (sphere) texture
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                        Texture2D panorama = LoadTexture(droppedFiles.paths[0]);
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                        // Generate cubemap from panorama texture
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                        skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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                        UnloadTexture(panorama);    // Texture not required anymore, cubemap already generated
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                    }
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                    else
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                    {
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                        Image img = LoadImage(droppedFiles.paths[0]);
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                        skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
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                        UnloadImage(img);
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                    }
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                    TextCopy(skyboxFileName, droppedFiles.paths[0]);
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                }
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            }
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            UnloadDroppedFiles(droppedFiles);    // Unload filepaths from memory
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        }
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            BeginMode3D(camera);
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                // We are inside the cube, we need to disable backface culling!
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                rlDisableBackfaceCulling();
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                rlDisableDepthMask();
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                    DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
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                rlEnableBackfaceCulling();
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                rlEnableDepthMask();
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                DrawGrid(10, 1.0f);
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            EndMode3D();
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            //DrawTextureEx(panorama, (Vector2){ 0, 0 }, 0.0f, 0.5f, WHITE);
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            if (useHDR) DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
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            else DrawText(TextFormat(": %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
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            DrawFPS(10, 10);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    UnloadShader(skybox.materials[0].shader);
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    UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
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    UnloadModel(skybox);        // Unload skybox model
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    CloseWindow();              // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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}
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// Generate cubemap texture from HDR texture
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
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{
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    TextureCubemap cubemap = { 0 };
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    rlDisableBackfaceCulling();     // Disable backface culling to render inside the cube
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    // STEP 1: Setup framebuffer
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    //------------------------------------------------------------------------------------------
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    unsigned int rbo = rlLoadTextureDepth(size, size, true);
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    cubemap.id = rlLoadTextureCubemap(0, size, format);
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    unsigned int fbo = rlLoadFramebuffer();
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    rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
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    rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
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    // Check if framebuffer is complete with attachments (valid)
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    if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
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    //------------------------------------------------------------------------------------------
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    // STEP 2: Draw to framebuffer
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    //------------------------------------------------------------------------------------------
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    // NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
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    rlEnableShader(shader.id);
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    // Define projection matrix and send it to shader
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    Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, rlGetCullDistanceNear(), rlGetCullDistanceFar());
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    rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
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    // Define view matrix for every side of the cubemap
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    Matrix fboViews[6] = {
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        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
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        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
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        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f,  1.0f }),
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        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f, -1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f, -1.0f }),
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        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f,  1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
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        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f })
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    };
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    rlViewport(0, 0, size, size);   // Set viewport to current fbo dimensions
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    // Activate and enable texture for drawing to cubemap faces
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    rlActiveTextureSlot(0);
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    rlEnableTexture(panorama.id);
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    for (int i = 0; i < 6; i++)
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    {
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        // Set the view matrix for the current cube face
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        rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
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        // Select the current cubemap face attachment for the fbo
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        // WARNING: This function by default enables->attach->disables fbo!!!
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        rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
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        rlEnableFramebuffer(fbo);
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        // Load and draw a cube, it uses the current enabled texture
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        rlClearScreenBuffers();
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        rlLoadDrawCube();
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        // ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
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        // for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
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        // TODO: Investigate this issue...
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        //rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
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        //rlClearScreenBuffers();
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        //DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
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        //rlDrawRenderBatchActive();
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    }
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    //------------------------------------------------------------------------------------------
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    // STEP 3: Unload framebuffer and reset state
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    //------------------------------------------------------------------------------------------
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    rlDisableShader();          // Unbind shader
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    rlDisableTexture();         // Unbind texture
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    rlDisableFramebuffer();     // Unbind framebuffer
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    rlUnloadFramebuffer(fbo);   // Unload framebuffer (and automatically attached depth texture/renderbuffer)
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    // Reset viewport dimensions to default
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    rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
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    rlEnableBackfaceCulling();
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    //------------------------------------------------------------------------------------------
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    cubemap.width = size;
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    cubemap.height = size;
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    cubemap.mipmaps = 1;
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    cubemap.format = format;
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    return cubemap;
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}
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